Resonance

Resonance

77 ratings
Guide to high score achievement
By spiff
This guide helps you to get the high score achievement in the game Resonance which is a fabulous old style adventure game conceived and mainly made by Vince Twelve.

It is mainly based on the excellent guide that you can find here: http://www.gamezebo.com/games/resonance/walkthrough-cheats-strategy-guide
It misses a few points to get the high score and some achievements are not well explained.
So I also used parts of this guide made by Bert Jamin : http://www.gamesover.com/Resonance/Resonance%20walkthrough.htm

I want to thank the creator and publisher of the game and guides for the many hours I have spent playing.

It's only when you create a guide of this size yourself that you understand how many time goes into this.

   
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Before you start
  • You can skip the opening news stories by hitting Escape !
  • Click left/right to skip a dialogue being spoken or thought.
  • STM = short term memory, you can drag items/objects into your STM to ask questions about them to people you meet.
  • LTM = long term memory, you can relive old scenes in case you forgot something or ask questions about them.
  • INV = inventory.
  • Left click on something to use it, right click on something to look at it.

    Basic actions:

  • Talk to someone: just click on them, a dialogue menu will appear.
  • Take an item: just click on the item, the INV box will light up and you have the item.
  • Use an inventory item: open inventory:
    - Click on the item (eg. use phone to call someone)
    - Drag the item onto other item (eg. put new battery in phone).
    - Drag the item onto person (eg. give a device to seomeone else who needs it).
  • Go to another location: once you control the four characters you will be able to go to another location by leaving one location and clicking on another location on the map.

  • Give inventory item to someone else: open inventory, click on item, hold mouse button, drag it onto someone else and release mouse button.



  • Switch to someone else: move the mouse cursor to the top right of the INV button, a list of the characters will appear and you can click on someone else.



  • Ask someone to follow you: click on that person, choose "Follow me" in the conversation list. (You can ask more than one).



  • Don't forget to save, you will miss points before you know it :)
  • You can track the score you should have at any time: between brackets are left the score for the current step, right the total score.

    Check the total score at all times because if you have less then you have missed something.[/u][/list]
Ed's appartment
  • Inspect hamper (left of the bed) and find pants.
  • Inspect pants and find Ed’s cell (his phone) (+5/5).
  • INV: right click on the phone (+1/6).
  • Go right into next room.
  • Right click on the yellow masking tape on the floor (+1/7).
  • Take papers on the floor to find Ed’s notes (+2/9).
  • Take key on top of the microwave.
  • INV: use key on drawers of the small cabinet.
  • Open drawers and find phone battery.
  • INV: use phone battery on Ed’s cell (+1/10).
  • INV: use Ed’s cell.
  • Choose “use the phone’s address book” (+2/12).
  • Choose “check the caller ID” (+2/14).
  • Choose "Call Dr. Morales"
  • Choose "Yes" or "No", doesn't matter.
  • When Dr. Morales asks for the notes, INV: use Ed’s notes (+5/19).
6:55 Ed
  • Take the coin (Anna dropped it when she sat down) (+2/21).
  • Talk to Anna (go through all dialog options for the “That” Guy achievement).
  • Give coin to Anna to start conversation (+3/24).
  • LTM: talk about lucky coin.
  • End the conversation.

    Anna leaves. Some sort of power surge and subway stops.

  • Open the subway doors, it won't work.
  • Pull the loose bar (to the right of the doors) to get a pipe (+2/26).
  • Use the pipe on the subway doors (+1/27).
  • Step into the darkness.
6:27 Anna
To get the Quick Escape achievement switch to that part of the guide, you will loose points so don't do this if you want to get high score achievement.
  • Close the door to buy some time (+2/29).
  • Take señor bear (besides the chest).
  • LTM: inspect señor bear (+1/30).
  • INV: Right click on bear. He has a code on the tag on his leg. However, note that the bear is upside down, so the code is too. This makes the code 591 (+2/32).
  • Unlock the chest and enter 591. Click “open the chest” and find Anna’s treasure (+2/34) .
  • LTM: inspect uncle Javi's gift, you won’t be able to use the treasure unless you do (+1/35).
  • Hide under the bed.
  • INV: use the treasure (365 pesos) and get 1 peso.
  • INV: use the peso on the vent cover.
7:30 Ray
  • INV: open Ray’s smartphone, open memo, read both goals1 and antevorta (you don't get points for this), close phone.
  • Put the mainframe and the clock in your STM.
  • Talk to Emma about the STM mainframe, now you can talk to her.
  • Talk to Emma again and go through all dialogues. Talk about the clock. Emma will leave.
  • Use her computer.
  • INV: use password cracker on the USB port at the bottom of the screen. It will get Emma’s password (+3/38).
  • Enter password.
  • In the inbox, read the email entitled “what’s my username?” Note the email alias of the sender at the top of the email. This is a random name, but in my example it was ajones.
    Check the approved visitor list for Sunday to find out Emma isn’t approved, but Emma’s boss (e.g. Dr. Jones) is.
  • In the drafts, read the email “Dear idiot”. Scroll down the email to find out that usernames for the Antevorta system are made up of the first three letters of the first name and the first three letters of last last name, so you need to find out his first name.
  • Send the draft email for an extra point and the Just Because achievement (+1/39).
  • Log out.
  • Type the email alias for Emma’s boss (e.g. ajones) in the login box and use the password cracker again to get his password. Note the password.
  • Find the boss’s full name at the top of the screen (e.g. Alexei Jones).
  • Exit computer (back).
  • Use the terminal (on the right wall).
  • Enter the username you gathered from the first three letters of the boss’s first name and the first three letters from his last name (e.g. ALEJON). You don’t know the password, so enter /PASSRESET. Then enter the username again (+3/42).
  • Exit terminal (back).
  • Use Emma's computer again.
  • Log in with the boss’s name and password.
  • Read the new email for the password. In my case was “y73x”.
  • Exit computer (back).
  • Inspect trash can to find empty pop can, take it.
  • Open drawer under the terminal to find cotton swabs (+1/43).
  • Access the terminal with the username (e.g. ALEJON) and password (e.g. Y73X)
  • INV: use the cotton swabs on the empty pop can.
  • INV: use the can swab on the hole (right of the screen) that opened.
  • Type /SEARCH and choose option 1, now search for ABATRA (+2/45).
  • Note the document name (eg. GV436).
  • Type /SEARCH and choose option 3.
  • INV: use the can swab on hole, you get a LTM about the DNA database.
  • Type /SEARCH and choose option 3.
  • INV: use a cotton swab on Ray’s smartphone and use ray's swab on the hole. Ray is also in the database (+3/48).
  • Exit terminal (back).
  • Right click on the drawers of the filing cabinet on the left to find out which drawer contains the file for A. Batra (e.g. file GV436 is in drawer 2).
  • Open the drawer containing the file and type in the file code (+6/54).
7:05 Bennet
Dialogue between detective Bennet and his partner.
  • Walk left till you see big yellow graffiti.
  • Take the crumbled bricks on the ground and you get a piece of brick.
  • Walk left till you see a stripped car and its mirror.
  • INV: use the piece of brick on the car mirror.
  • Take the car mirror (+2/56).
  • INV: open Bennet’s wallet to get his badge and a credit card (+2/58).
  • INV: use the credit card on the newspaper vendor to get a newspaper (+1/59).
    (You can go into the alley next to the vending machine and inspect it, but there’s nothing there (other than a hint for what to do next). Don’t go into the post office or you die)
  • INV: use the piece of brick on the car mirror to get a shard of mirror (+1/60).
  • INV: use the shard of mirror on the newspaper (+2/62).
  • Sit down on the bench.
  • INV: Read the newspaper.
You will now see the guy you are following open the middle door with a series of knocks.
More dialogues ... disaster at juno labs.
Now the game really seems to start ...
Juno labs
  • Talk to janitor (guy sitting down, his name is Saul).
    (If you let him talk without interruption you will get the Good Listener achievement)
  • Leave conversation and go to building.
  • Put the broken window and the concrete slab in your STM and leave the building.
  • STM: drag broken window onto Saul, some dialogues.
  • Bennet arrives. Some dialogues (+2/64).
    (You can now swap between playing with Ed or Detective Bennet at the top of the page right of INV).
  • Ask Bennet to follow you.
  • Go to building.
  • STM: talk to Bennet about concrete slab. While Bennet is trying to move the slab, click on the slab again – together they can shift it (+3/67).
  • STM: talk to Bennet about the broken window, so he will give you a leg up (+1/68).
    (You are now inside)
  • Remove the sketch/sign on the left to get the No Smoking achievement.
  • Put the maintenance door and the valve in your STM.
  • Exit the building.
  • Dialogues with Bennet, leave building.
  • STM: talk to Saul about the valve, then about the maintenance door, you will get his keys(+2/70).
  • Go inside building.
  • INV: use the keys on the maintenance door (+2/72).
  • Take the duct tape, screwdriver and step ladder in that order (+1/73).
    (You are now outside)
  • Leave building.
  • INV: give the keys back to Saul (+3/76).
  • LTM: talk to about his story (Tell him there was no wrench in the closet). You will get his monkey wrench (+3/79).
  • Go to building.
  • Ask Bennet to follow you.
  • Use ladder to go inside (you are now both inside).
  • INV: give the monkey wrench to Bennet.
  • INV: use the screwdriver on the ventilation access.
  • Climb in the ventilation acces, crawl to the right to find a rusty pipe.
  • Switch to Bennet.
  • Walk right.
  • INV: use the wrench on the valve and turn to the right (+2/81).
  • Switch to Ed.
  • Remove the rusty pipe.
  • INV: use the pipe on the gap of the missing pipe (+1/82).
  • INV: use duct tape on pipe to hold in place (+1/83).
  • Switch to Bennet.
  • INV: use the wrench on the valve and turn to the left (+3/86).
  • Switch to Ed.
  • Walk right.
  • INV: use screwdriver on fuse box (next to valve).
  • Open the fusebox.
  • Open the panel (next to fuse box). Remove the panel cover.
  • INV: use screwdriver on bottom left screw.
  • Flip top switch to turn off power.
  • Remove burned (black) wire.

    Now you need to place a new wire, this is tricky to explain in text.


    The various parts of the internal mechanism are from top to bottom:

    - Power switch (which is off).
    - Primary pin.
    - First row with 3 pins (far apart).
    - Second row with 3 pins (less far apart).
    - Third row with 3 pins (very near).
    - Terminal pin.
    - Loose wires.

    Now you need to connect the primary pin with the terminal pin:

    - Click once on loose wires (bottom).
    - Move pointer to primary pin (with wires) and click on primary pin.
    - Click and hold down and move pointer to second row left pin and move around it.
    - Move to middle pin and move around it.
    - Move to third row first pin and around it.
    - Move to terminal pin and click on it.

    You should have a connection like in the screenshot.

  • Flip power switch on.
  • Ask Bennet to follow you.
  • Go to Morales' lab (door to the right).
  • Put the metal beam (black thing lying on floor) in STM.
  • STM: ask Bennet to lift metal beam.
  • Take the book when Bennet is lifting the beam (+3/99).
  • INV: Open Morales’ journal and click on loose paper sticking out (+1/100). Click back !
  • INV: right click on the paper, see that the code for the keypad is pi and pi is 3.141 etc.
  • Enter 3141 on the keypad of the simulator (+5/105).

The badly wounded Dr. Morales is taken to the hospital and the docter who is waiting there is ... Anna ...
Anna’s Dreams
Go through the dialogue between Ed and Anna. At a certain moment Ed shows Anna the journal of Dr. Morales.

Don't ever force it open or it will destroy the written text.

  • INV: right click on her hospital badge ID. Her date of birth is the key, april (4 th month) 22 th, so the key is 422.
  • Enter these numbers on the journal keypad and open it (click under it).

    The journal is written in code, don't decode it now.
    There is a note inside warning her not to trust the police (3/108).

    Bennet enters, go through dialogue. It doesn't matter what you answer Bennet.
    Ray enters and takes the lift (this causes a LTM).
    Bennet takes Anna home and she will probably fall asleep.

    You are now in Anna's dream.

    You have to go through 3 levels and find a memory (a blue swirl) on each level to get a score.

    There are holes where you can drop to the next level which also gives a score.
    Find all 3 memories and get the Dream Master achievement.

    Tip : Leave a peso from your inventory treasure at junctions that lead to a dead end so you won't take them again (and again) !

  • Find "Hansel and Gretel" memory (+2/110).
  • Leave level (+3/113).
  • Find "Where is mama ?" memory (+3/116).
  • Leave level (+4/120).
  • FInd "Papa" memory (+4/124).
  • Leave level to wake up in Anna's appartment. (+5/129).
  • Anna will have a memory about a cipher (+5/134).
    You can use this cipher to decode the journal for the Decoder Ring achievement and more points. However, this is not required to complete the game. In any case, you don’t have time to do it now as you have to run !
  • Push the bookcase to the right to block the door (+2/136).
  • Exit through the window.
  • Go down left ladder.
  • Inspect the round mechanism to the right (zoom in).
  • Click the release button in the middle to get the handle (+2/138). Back.
  • Go back up the ladder, past the window and up the next ladder.
  • INV: use the handle on the round mechanism to the left (+2/140).
  • While zoomed in turn the handle counter clockwise (left) until the ladder is fully up. Back.
  • Go up the ladder (+3/143).
  • Take the broken glass from the broken window in the door (+2/145).
  • INV: use the glass on the rope of the ladder.
    Click on the piece of glass and find the part of the rope where you can cut (there is a specific place where the glass will sink slightly into the rope). Now cut furiously until the rope is severed. The best way is to use short, quick strokes up and down against the rope. You only get a very short time to do this. You can skip this part if you want, but then you won’t get the Cut the Rope achievement or points (+3/148).
Getting the Financial info
Ed and Anna are in the baseball field. Dialogue. Bennet arrives. Dialogue.
  • Trust or don't trust Bennet, it doesn't matter what you answer. Dialogue.
  • Bennet can ask questions, you get a point for asking about Morales’ research (+1/149).
  • Ray is discovered. LTM: use "Ed and Anna at the hospital" (+1/150). Dialogue.

    You now have control over all four characters (+10/160).

  • Switch to Ray.
  • Go to the National Credit Systems.
  • Open the red curtain to find Ozzy. Dialogue. LTM: talk about "get financial info". Ozzy wants Morales’ FTTN and $10,000 (+1/161).
  • Take the empty pill bottle. Right click on the pill bottle to find out it’s an illegal prescription for comfocil.
  • Exit and go back to the baseball fields.
  • INV: give the cotton swabs to Anna.
  • Switch to Anna.
  • Ask Ray to follow you.
  • Go to the hospital.
  • Go inside hospital entrance, you are in the lift, choose 2 ICU :)
  • Walk left until you see the autopharm and several patient rooms.
  • Right click on the bottom left patient folder.
  • You will find a patient who needs comfocil. Write down the patient ID: 8468E. Back.
  • Use the autopharm.
  • INV: swipe hospital ID badge in the card reader (+1/162). Enter 8468E.
  • Click on options and fill it with placebo (for the hippocrates achievement). (+2/164)
  • Walk right and enter the elevator.
  • INV: swipe your badge in the card reader (+1/165). Choose 9 morgue (+2/167).
  • Dialogue. Take Morales’ death certificate and the ultra sonograph.
  • Talk to Morales' body. Dialogue (+3/170).
  • INV: use the cotton swab on Morales’ body.
  • Exit morgue and choose 7 research projects.
  • INV: give the Morales’ swab to Ray.
  • Switch to Ray.
  • Put the mainframe in STM.
  • Talk to Emma and ask her about the morning shift. If you sent her angry email earlier, she will tell you about her date (+2/172).
  • STM: talk about the mainframe. She will allow you to use the terminal again.
  • Use the terminal (you’re still logged in), type /SEARCH and choose option 3.
  • INV: put Morales’ swab in the hole. You find his FTTN. Back.
    (Ray will get a new email.)
  • Ask Anna to follow you.
  • Exit and choose 1.
  • Go to the National Credit Systems.
  • Talk to Ozzy.
  • INV: give Morales' FTTN to Ozzy (+2/174).
  • Switch to Anna.
  • INV: give prescription meds to Ozzy (+3/177). You will get Morales’ credit report, if you got the placebo then you get hippocrates achievement (+1/178).
  • INV: right click on Morales’ credit report to find out he paid a lot of money to Tortoise Security
    You will get a new location on your map.
  • Ask Ray to follow you.
  • Go to the baseball fields.
Getting the Blueprints
To get the blackmail achievement switch to that part of the guide, you will loose points so don't do this if you want to get high score achievement.
  • Give ultra sonograph and Morales credit to Bennet.
  • Switch to Bennet.
  • Go to the police administration. Dialogues with officer Berry.
  • Go upstairs and through the door on the left.
  • Dialogue with officer Johnsen. When he asks, open the city archives on the left. Scan your fingerprint. Nothing happens (+1/179).
  • Put the city archives in your STM.
  • Go to Tortoise Security.
  • Ring the bell on the counter. Talk to Tortoise. Exhaust all dialogues.
  • Use the ultra sonograph on the puzzle box (ornate safe) (+3/182).
    (If you don't use the sonograph you will get the safe seer achievement)
    Solve all four sides of the puzzle by moving the red dot inside the small box to the white gate.
    D = Down, R = Right, U = Up and L = Left.
    Blue side: D R U U L L D D.
    Green side: R U L D R D L U U L R D L D R R U L U R D D L L U.
    Yellow Side: L U R R D D L U U L D R U L D D R R U U L L D.
    Red Side: D R U U D L L D R U U L D R D L U R R D L U L U R D D R U U.
    Dialogues when you solved the puzzle (+5/187).
  • Talk to Tortoise.
  • STM: talk about the city archives. You will get the master keycard (+5/192).
  • INV: give Morales credit to Tortoise (+3/195).
  • Go to baseball field.
  • Ask Anna and Ray to follow.
  • Go to police administration.
  • Give the master keycard to Ray. Go up the stairs. Bring Ray.
  • Go left through door. Put the copy room in your STM.
  • Talk to Johnsen about LTM "get will and death cert.".
  • Open city archive and scan fingerprint. You wil get the will (+2/197).
  • Talk to Johnsen about STM copy room (+2/199).
  • Switch to Anna.
  • Put control panel (left of Berry) in STM.
  • STM: talk to Berry about "control panel" (+2/201).
  • Switch to Ray.
  • Exit left to the archives (+2/203).
  • Use Johnsen’s (archive) computer and open the USB slot at the bottom.
  • INV: use password cracker on USB slot (+1/204), click enter.
  • Go to “recent documents” and note the codes for both the will and the blueprints, click back and logout.
  • INV: use the master keycard on the archives.
  • Select “retrieval arm manual alignment”.
    The calibration instructions say you need to use the arrows to find file M20 and then save to correctly calibrate the system. However, we want to calibrate the system so that it will think it is getting the will (e.g. file J18) but in reality it is getting the blueprints (e.g. file I21). Thus, we need to calibrate the system to the folder that is as far away from M20 as the blueprint is from the will. In this example we need to go one letter down (J to I) and three numbers up (18 to 21), meaning we need to calibrate the system to L23. So move the crosshairs to L23, make sure they are centered correctly and hit save.
  • Go back to the interrogation room.
  • Switch to Bennet.
  • Interrupt the conversation about the photocopier.
  • Talk to Johnsen again about the LTM will and death certificate to request a second copy.
  • Access the archives, scan your finger and get the blueprints (+4/208).
    If you succeed after only having had to calibrate the archives once you will get the Archive Master achievement.
  • Go downstairs.
The Supercollider
You are now Bennet.
  • Give the will to Anna.
  • Go to baseball fields.
  • Switch to Anna.
  • Go to Tortoise Security.
  • Ring the bell.
  • Give the death certificate and the will. You will get a security cam picture of the person who stole his records on Morales’ vault (+5/213). Say thanks.
  • Go to baseball fields.
  • Give the security cam picture to Bennet. Select the LTM of the alleyway door.
    Bennet and Anna will be taken back to the alley where Bennet’s story started (+1/214).
  • Watch the LTM of the alleyway door again to remember the correct door and the knocking pattern.
  • Click on the middle door XI.
  • Knock twice, once and three times, then stop knocking.
    The Japanese lady inside will give Bennet a paper swan (+2/216).
    You’re taken back to the baseball fields.
  • INV: open paper swan to unfold it. It’s the plan for Morales’ vault.
  • INV: inspect the vault plans to see the backup battery expels heat at 185 degrees.
  • Switch to Ed.
  • Talk to Anna about the LTM of Angelo’s Grave to be taken straight there (+3/219). Exhaust all dialogues.
  • Go to the Juno Laboratory.
  • Go inside building to Morales’ lab.
  • Access the terminal by the door. Touch to start.
  • Select “utilities” followed by “thermal scan”.
  • Set the left slider to 185 degrees and click “scan for anomalies”. Use the right slider to go to a different floor and scan again. Keep doing this until you find a scan with a red ? on it (B8).
  • Click on the "?". (Strangely enough this doesn't give you a score). Exhaust all dialogues.

    You will be taken to the underground tunnel where you must solve the Supercollider Puzzle.

    Anna and Ray aren’t carrying anything made of metal so they can walk under the supercollider magnets when they’re on. Ed and Bennet can help with the switches but can’t be under the colliders when they’re on.
    You have to switch players all the time so the guide mentions their name in every step !

  • Bennet: walk to the right, open the fuse box and switch it on. Go up the ladder and activate the switch (+1/220).
  • Ray: Walk to the right until you come to a second ladder, climb up the ladder and activate the switch (+1/221).
  • Anna: Walk to the door at the end, open the fuse box and switch it on. Now walk back and place yourself under the letter N on the wall.
  • Ray: Release switch. The crate should fall to the left of Anna and the broken walkway to her right. Put Anna in the wrong spot and she dies.
  • Bennet: Release switch. All crates should be on the ground.
  • Anna: Walk up the broken walkway to the last platform.
  • Ray: Activate switch so the crate and the walkway go up again.
  • Anna: Activate switch (+1/222). The first walkway goes over the first crate, the second walkway goes under the second crate. Walk to the right so the broken halfway won't fall on her.
  • Ray: Release switch.
  • Ed and Bennet: Walk across the first walkway to where Ray is, go down the ladder and walk to the door at the end.
  • Ray: Activate switch.
  • Ed: Switch off fuse box.
  • Ray: Release switch.
  • Ed: Activate fuse box (walkway is out).
  • Anna: Walk across walkway to Ray.
  • Ed: Switch off fuse box.
  • Ray: Activate switch (box up).
  • Ed: Activate fuse box (walkway under box).
  • Ray: Release switch (box on walkway).
  • Anna and Ray: Go down the ladder and walk to the door. Exit (+3/225).
Your Uncle Holds the Key
  • Watch the scene for three more points (+3/228).
    This is a good time to decode the journal. See the Decoder ring achievement section for all th e codes. You can try to decode it yourself for fun.
  • Switch to Anna.
  • LTM: think about the cypher. You can clearly see letters A-B-C, I-J-K and L drawn in frames. The frame a letter is in corresponds to a code in the journal. You can even make out letters S-T-U below I-J-K and D above L.
  • INV: open Morales' journal. Click on a code to replace it by a letter. If you do all the obvious ones, you can try to find words and replace missing letters and so decode the whole journal. If you leave the journal and all is decoded then Anna will say this and you will get points and achievement (+10/238).
  • Switch to Ed.
  • Access the door controls to open the steel door (+1/239).
  • Acess the fuse panel beside Ray.
  • Take the pencil and the small box. Don't take out the red fuse !
  • INV: open small box and find another fuse.
  • Switch to Ray.
  • Give the pipe back to Ed.
  • Switch to Ed.
  • Put the duct tape on the pipe (+1/240).
  • Use the pipe with duct on the third fuse that you can see through the steel door (+1/241).
  • INV: Right click on the two fuses and note their numbers. Fix the bent pin on fuse number 3 (+1/242).
  • Access the fuse panel again. Put fuse number 2 in the middle slot, put fuse from bottom slot in upper slot and put fuse number 3 in bottom slot. The fuses are now in an easy order 1-2-3 (+1/243).
  • Take the pad of paper (left of fuse panel). Use the pencil on the pad of paper to find an eight digit number – 3132 2133 (+1/244).
  • Access the small code panel (left of pad of paper). Remember which way you placed your fuses and follow the lines to the touch pads. If you put them in 1, 2, 3 from top to bottom, the touch pads are numbered 1, 3, 2 from left to right. So switch 2 and 3 and you must touch pads numbers 2 1 2 3 3 1 2 2 (+2/246).
    You are now Anna (+5/251).
  • Access the vault computer. Touch to start. You don’t know the key phrase !
  • Go up the stairs as Baby Anna and watch the scenes. In particular, pay attention to the last scene as it contains an important clue (hint: Dante is not Anna’s father).
  • In the graveyard, put the note with Uncle’s key on father’s grave. Use the pencil to find the circled letters. When you have the code, exit the gravestone (back).
  • Enter TE PROMETO (Spanish for 'I promise').
  • Back at the computer, hit OK (+3/254).
  • Play the video, choose either option – it doesn’t matter (+3/257).
    You are now Ray.
  • If you want the Close to Heart achievement, do it in the following !
  • Choose “What do you want with the Resonance research ?”.
  • Choose “Explain the note”.
  • Enter LTM of Bennet’s letter (+5/262).
  • Enter LTM of Morales’ note.
  • Enter LTM of Ed and Anna at the hospital.
  • Enter INV subway map (+3/265).
    Yes, that did just happen.
  • As soon as Bennet says “Ray, close the door,” hit the fuse panel.
Ray and Bennet
You are now Bennet.
  • Exhaust all dialog options with Reggie (Bennet's partner).
  • Talk about the LTM of the alleyway door (+3/268).
  • Talk about the INV security cam picture (+2/270).
    From here on, Ray and Bennet will do everything together. You can switch characters but not go anywhere with just one of them.
  • Go to Edgetown.
  • Go into the alleyway. Try the knocking pattern as it was before, but that doesn’t work anymore
  • INV: open the paper crane to find a haiku.
  • Right click on the Haiku. It says “Once four, now two stand”. Knock once, four times and twice on door XI (+2/272).
    (I never understood this)
    There is a man and a woman in the room. Both are familiar to Bennet.
  • Choose "Who are you".
  • When the guy says he is Amul Batra choose "Let Ray talk".
  • Enter his INV smartphone (+3/275).
  • Choose "Let Bennet talk".
  • Choose "Arrest them", then show the security cam picture (+3/278).
  • Exhaust all dialogues. Amul will tell you the resonance devices were placed 4 km from the lab.
  • At the end of the scene Ray will be given a drafting compass.
  • Switch to Ray.
  • Put the drafting compass on the subway map.
  • Click on the scale bar at the top and move the pencil to the 4 km mark.
  • Go back to the map and put the needle of the compass on the lab (+3/281).
  • Go to Ed’s apartment.
  • Open the cabinet's drawers and take all your stuff back.
  • Take “camera” on the tripod. Bennet will take it (+3/284).
  • Switch to Bennet.
  • Examine the INV resonance device B.
  • Check text messages (+3/287). Cancel.
  • Switch to Ray.
  • Use the smart phone to call Reggie by selecting the LTM of Reggie’s number.
  • Ask him about either 14A or 14B (+1/288). Goodbye.
  • Leave through appartments door and go to the police administration (+1/289).
  • Go upstairs and left towards the archive.
  • Switch to Bennet.
  • Use his credit card on the tech room door (+1/290) and go in.
  • Right click on the electronic lock to find out what its code is (random).
  • Leave tech room, go downstairs and access Officer Berry’s control panel.
  • Click on “manage” in the bottom left corner. Type in the code you just found and click on the green padlock (+3/293).
  • Go back to the tech room and press on the electronic lock to open the door.
  • Access the terminal screen (+1/294).
  • Enter the LTM 14A number (+1/295). You now have a new location on your map. Back.
  • Switch to Ray.
  • Use the screwdriver on the magnet on the open door to take the magnet (+1/296).
  • Go to the warehouse. (Ray will get new mail)
  • Switch to Bennet.
  • Give the ultra sonograph to Ray.
  • Switch to Ray.
  • Right click on the sticky note on the forklift – the key is in Todd’s locker.
  • Look at the left locker (+1/297).
  • Put the small magnet on the first locker (+2/299).
  • Put the ultra sonograph on the locker.
    Find the key and maneuver it to the ventilation grid at the top by first moving it up to take it out of the coat pocket, then down to get it out of the coat, then up past the locker handle. It’s quite tricky to get past the handle as there is limited space, but try to move the key to the left side of the magnet and in a vertical position. Then move it up and out of the slot at the top (+3/302).

  • Use the forklift key on the forklift (+1/303).
  • Position Ray on the forks of the forklift.
  • Switch to Bennet.
  • Access the forklift, move the green lever to the green slot, then push the red lever up until Ray can go no further. Move the green lever to the blue slot, then push the red lever up until Ray is at the top. Back.
  • Switch to Ray.
  • Use smartphone to call 14A (+1/304).
  • Inspect the pipe that lit up to find resonance device A (+3/307). This is random, so it’ll likely be a different pipe than shown in the image above. Also, you won’t be able to find it until you’ve made the call.
  • Position Ray on the forks of the forklift.
  • Switch to Bennet.
  • Reverse the procedure (pushing the red lever down).
  • Switch to Ray.
  • Inspect resonance device A to find another cell phone.
  • Check text messages (+2/309). Cancel.
Finding Ed
  • Go to police administration.
  • Go up the stairs and left to the tech room.
  • Access the terminal and trace the Cellfish number.
  • Choose “What do I say?”.
  • Choose “I’m calling him right now”.
  • Choose "Be aggressive".
  • Choose "Tell him he betrayed you".
  • Choose "Threaten to write about him". Ed should say “I’m not a bad guy”. When he does, choose “go interrogative”.
  • Choose "Ask why he did it".
  • Ed will mention Amul and Reno. So choose "ask about them".
    Ed will now start talking and Bennet will trace his number. Ray says he knows where Ed is.
  • Talk about the LTM DNA database (+2/311).
    You are now at the Hospital.
  • Go inside the hospital and go to level 7.
  • Talk to Emma about the LTM DNA database (+3/314).
  • Take the lift to the basement (B).
    The resonance device is behind one of the maintenance doors, but the location is random. If you just start kicking in doors at random, you will eventually be caught by security. Have Ray stand in front of each of the doors in turn and then check his smartphone. By one of the doors he will get a full signal – that’s the door.
  • Kick in the door (+1/315).
  • When you find the device, take it (+1/316).
  • Exit the hospital.
  • Open the wire gate.
  • Watch the TV (+2/318).
You can now choose between two endings, each of which gives a different achievement.

“The New World Order” Ending.

You need to maneuver Ed so he is exactly in between the two resonance devices – one of which is held by Ray, the other is on the railing by the door.
You only have about six turns to do this before the devices go off.
You can choose the “look around” option or switch between Ray and Bennet at any time without using up a turn. Only asking Ed a question counts as a turn.
You can ask any question you like, including from your LTM. But whatever you do, do not challenge Ed to shoot you, because he will.
  • Steps as Ray first, first take a look around.
  • Choose "Then educate me" (+2/320).
  • Take a step back.
  • Let Bennet talk.
  • Choose "What happens now".
  • Take a step forward.
  • Choose "We ?".
  • Take a step forward.
  • Choose "More murder ?".
  • Take a step forward.
  • Choose "Can't you see the irony ?".

  • Now let Ray talk.
  • Just say "You are dilusional".
It doesn't end well for Ed.

When Ray and Bennet are in the baseball fields you can choose to publish or delete Ray’s story. It doesn’t matter which you choose; you will only get different newspaper headlines during the credits.

“Lesser of Two Evils” Ending.

For this ending you need to get Ray convinced that Ed is doing the right thing. Again, you only have a limited number of question to achieve this before the devices go off.
To get this ending, have Ray do the talking and choose the following options:
  • Choose "Then educate me" (+2/320).
  • Choose "You’re a sociopath".
  • Choose "How do we stop them ?".
  • Choose "Show him the device in your pocket”, but don’t actually select the device from your inventory !!!!
  • When the only dialog option is “No. I won’t betray Bennet” select the LTM of the news report.
It doesn't end well for Bennet.

For each ending you will get an additional 20 points.
Quick escape achievement
It may require a restart (or more) because you really need to be fast !
Speed skip through dialogues.

  • Click on chest, enter 591 and choose 9 by clicking down arrow on number !
  • Click open chest.
  • LTM: Click on Uncle Javi's gift.
  • Click (hide) under the bed.
  • INV: Click on the treasure (365 pesos) and get 1 peso.
  • INV: Drag the peso on the vent cover.

Hopefully you make it :)
Blackmail achievement
Before: You examined Morales' credit in your inventory to find out that a large payment has gone to Tortoise Security. The question of course is what was it for ?

You are now Anna.
  • Go to Tortoise Security.
  • Ring the bell on the counter.
  • Exhaust all dialogs with Tortoise. INV: click on Morales' credit. Ask about Morales' vault. Say thanks.
  • Switch to Bennet.
  • Go to Police administration. Exhaust all dialogs with officier Berry.
  • Go up the stairs and through the left door.
  • Talk to officer Johnsen. When he tells you to do so click on the City Archive, and click on the fingerprint reader. You don't get the blue print.
  • LTM: drag 'Get will and death cert.' onto Johnsen. click on the City Archive, and click on the fingerprint reader to get the will.
  • Put city archive in STM.
  • Go to Tortoise Security. Give Morales' will to Anna.
  • Switch to Anna.
  • Ring the bell. Give the death certificate to Tortoise. Then give him Morales' will. You will get picture of security cam. Say Thanks.
  • Switch to Bennet. Talk to Tortoise and click on the city archive slot in your STM. Choose never mind and say thanks (don't ask how to crack the archives).
  • Switch to Anna. Talk to Tortoise and ask him 'How can I crack the city archives?' Then click on the security cam picture in your inventory to blackmail Tortoise.
Decoder ring achievement
Replace all the symbols in the journal by their corresponding letters.


Examples:


13 Comments
spiff  [author] 15 Mar, 2022 @ 3:52pm 
Oh now I see the meaning of the haiku, thnx, this guide was made so long ago :)
Kiwi. 14 Mar, 2022 @ 3:23pm 
Hi there. First, thanks for the guide.

I've noticed your comment about not understanding the haiku in the "Ray and Bennet" section.
Well, I don't know if you still care about it, but for those who are still confused by it: the haiku is not a riddle, it simply gives you the answer straight out: once (one time), four (times), two (times). Making it sound like a riddle is to mislead players (and it looks effective lol).
android_mac_10 14 Aug, 2016 @ 8:02am 
Thanks for the guide! It sure helped on my 2nd playthrough :)
If you could make one more edit in the warehouse section, you should warn players to only use the small magnet on the CLOSE-UP screen of the locker, because when I switched to the character who had the magnet (I forgot it earlier), I dragged it directly to the locker on the WAREHOUSE screen, and it didn't count toward the score......and I didn't notice it until the game autosaved after the glitch :(
Well...my last manual save wasn't TOO far back :P
hungryghost01 16 Apr, 2016 @ 9:51pm 
in the vault i used the pencil on the pad and the numbers are revealed, yet no point.
spiff  [author] 13 Jun, 2015 @ 9:46am 
Nice to see it's still played.
Forced Descent 13 Jun, 2015 @ 8:43am 
Huge thanks for the guide!
spiff  [author] 12 Jul, 2014 @ 6:14am 
You're welcome :)
Mello 10 Jul, 2014 @ 1:49pm 
Amazing job, I earned the remaining achievements of the game with the help of this guide. MANY THANKS!
spiff  [author] 18 Apr, 2014 @ 9:06pm 
THnx, updated my error :)
bloodbag 18 Apr, 2014 @ 7:41pm 
Never mind! (+1/44) should just be (+1/43), since the next score is (+2/45). Thanks for the guide!